Its in the readme:
Code:
Player and server profile
skill levels significantly affect gameplay. Empirical
data provides the following recommended skill settings for the .ArmA2Profile:
skillFriendly=0.98500001;
skillEnemy=0.99500001;
Recommended precision settings for the player/server profile are:
precisionFriendly=0.5;
precisionEnemy=0.48999981;
Higher precision settings tend to make the AI too accurate, which destroys
immersion. These are recommended values borne out of extensive
testing.
Note the value for precisionEnemy is considerably higher than Zeus AI for
ArmA II.
You can of course vary them as you wish to make enemy more lethal, but the
window for adjustment is very small.
Friendly precision is set higher to mitigate against friendly fire and does not
appear to unbalance gameplay when commanding AI squads.
Additional Options:
To disable Zeus AI dynamic behaviour for a specific combat unit, place the
following code in the init line:
this setVariable ["zeu_AIBypass", true];
This will be useful if you are hand placing an AI in a mission and do not want
them to move of their own accord in reaction to enemy.
To disable the default civilian behaviour of stop and dismount vehicles when in
danger, place the following code in the init line of the civilian unit, for the
driver:
driver vehicle this setVariable ["zeu_CivStayInVehicle", true];
or for a passenger (driver stops and gets out, passenger stays in the vehicle):
this setVariable ["zeu_CivStayInVehicle", true];
The civis will follow this behaviour unless the vehicle is disabled by shooting
out a tyre or disabling the engine (if this is possible).
Typical use may be for the driver of a VBIED.
It is recommended that enemy tags are disabled for all difficulty levels by
setting the server profile entries to:
EnemyTag=0;
UltraAI should also be disabled - enabling it makes AI into AK snipers, ruining
any chance of movement under fire:
UltraAI=0;
// Server Admins Installation Guide ///////////////////////////////////////////
Server installation steps are the same as above.
Server profile settings for skill & precision are very important and should be
configured to the values listed above.
If a server admin decides addon signatures should be verified, he should add
the following line to the server.cfg file:
verifySignatures=1
A server admin can decide which addon makers' keys he considers trustworthy by
placing their public keys in the "keys" directory. Usually (vanilla
installation) there's only Bohemia Interactive's signature, called bi.bikey,
in this directory.
You can find the Public Key for ZEU in this package under the following path:
"@zeu_OA\Server Key"
// Tips for mission makers ////////////////////////////////////////////////////
- Vary the skill level of enemy you put in a mission.
Setting the skill slider to 100% in the editor for every enemy you place may
seem like a good idea, but it can be counterproductive to make the AI into a
bunch of terminators... Zeus AI reactions are improved over stock AI and they
will spot and engage you to a more realistic level.
- Use forward spotters.
A spotter set to not engage, forward of the main body of enemy can give the
AI a useful extension to their combat range or awareness - they will inform
the other units in their group when they spot enemy (ref. commandWatch,
commandTarget, doWatch, doTarget)
The spotter doesn't have to be covert, dickers on motorcycles or walls/roofs
of buildings (unarmed with combat behaviour disabled) can lend authenticity
to OA scenarios.
- Emulate enemy tactics in rural OA scenarios.
Enemy tend to concentrate in the green zones, simply because of the cover
available. The AI are pretty vulnerable on open terrain against humans, so
choose ground with relief/features they can use.
They are infamous for 'encirclement' tactics, so make sure you have a
distraction group plus groups ready to move to the flank and rear - it will
provide much greater interest and a challenge to the human commanders.
Zeus AI can make more intelligent use of weapons systems - give some RPG
gunners OG-7 rounds if you want them to engage infantry and soft targets.
Equip PG-7 rounds if you want them to engage armour.
Place random 'groups' on routes that the enemy might use for movement.
Use column or compact column formation - insurgents in perfect wedge
formation just don't look the part. Vary the group sizes and regularity.
Bumping or being bumped by such a group can add a lot to an infantry mission.
// Troubleshooting & FAQ //////////////////////////////////////////////////////
Report any issues and constructive feedback on the BIS forum thread:
http://forums.bistudio.com/showthread.php?t=89970
Please post your system specification and configuration if you are
troubleshooting
Q. Does it work with ACE?
A. You can use the existing ACE ArmA 2 Zeus AI core skills with the following
new modules to enjoy the dynamic AI features:
zeu_cfg_core_ai_skills.pbo
zeu_cfg_core_ai_skills.pbo.ZEU.bisign
zeu_sys_AI.pbo
zeu_sys_AI.pbo.ZEU_test.bisign
zeu_GLx.pbo
zeu_netcode.pbo
& FindCover required by zeu_sys_AI.pbo:
zeu_FindCover.pbo
zeu_FindCover.pbo.ZEU_test.bisign
zeu_sys_AI and zeu_FindCover require Extended Eventhandlers, so you
also need:
cba_extended_eventhandlers.pbo
cba_oa_main.pbo
& .bisign files
Important: You must use the ACE specific version for:
zeu_ACE_c_wep_dispersion.pbo
instead of the OA version (zeu_OA_c_wep_dispersion.pbo) or a dependency
error message will be generated on mission load:
.rpt: "Addon zeu_ace_c_wep_dispersion (entry PKT_veh) not found in the list
of active addons."
Warning Message: You cannot play/edit this mission; it is dependent on
downloadable content that has been deleted. zeu_OA_c_wep_dispersion"
Q. Does Zeus AI Combat Skills require CBA?
A. Zeus AI Combat Skills requires CBA Extended Event Handlers version: 0.6.0
or later (v0.7.1 tested ok) to work with OA.
Required files:
cba_extended_eventhandlers.pbo
cba_extended_eventhandlers.pbo.CBA_v0-6-0.bisign
cba_oa_main.pbo
cba_oa_main.pbo.CBA_v0-6-0.bisign
Q. What happens if the mod is only installed on the server, i.e. players
don't have it?
A. If AI is in a player's group then that AI is local to the player. If
the player doesn't have the addon and the server does his AI will be
less 'skilled' than the server's
Q. Is this update for OA-only, or is it also compatible with vanilla A2.
A. Dynamic AI is fully compatible with base ArmA 2 - I did all the original
development work with ArmA 2, so there shouldn't be any problems.
You won't need any of the _OA components, so just use the .pbo's listed
below together with those from base Zeus AI - ArmA 2/CO & OA AI core skills:
zeu_cfg_core_ai_skills.pbo
zeu_cfg_core_ai_skills.pbo.ZEU.bisign
ArmA 2 / CO & OA Zeus AI:
zeu_sys_AI.pbo
zeu_sys_AI.pbo.ZEU_test.bisign
zeu_GLx.pbo
zeu_netcode.pbo
FindCover required by zeu_sys_AI.pbo
zeu_FindCover.pbo
zeu_FindCover.pbo.ZEU_test.bisign
Note, zeu_sys_AI and zeu_FindCover require Extended Eventhandlers
(thanks to Killswitch, Sickboy):
cba_extended_eventhandlers.pbo
& .bisign file
Q. Sometimes my soldiers who is far from battle begins to go cover, and thats
a problem because it takes alot longer to move my soldiers by foot, than
when they don't go to cover.
Is there any way around this, have tried to give safe order, burt still they
go to cover. It's really anoying when you have to move youir soldiers a long
distance?
A. Put the AI into Safe or careless mode and compact column or diamond
formation - you should be able to command them then, even if they were in
danger mode.
ref.: beta 60718
[60711] Changed: Units now never enter cover while moving in compact (Delta
or File) formations
For reference, this is default ArmA 2 behaviour and is not related to Zeus AI
Q. Does it work with ACE?
A. You can use the existing ACE ArmA 2 Zeus AI core skills with the following
new modules to enjoy the dynamic AI features:
zeu_cfg_core_ai_skills.pbo
zeu_cfg_core_ai_skills.pbo.ZEU.bisign
zeu_sys_AI.pbo
zeu_sys_AI.pbo.ZEU_test.bisign
zeu_GLx.pbo
zeu_netcode.pbo
& FindCover required by zeu_sys_AI.pbo:
zeu_FindCover.pbo
zeu_FindCover.pbo.ZEU_test.bisign
zeu_sys_AI and zeu_FindCover require Extended Eventhandlers, so you
also need:
cba_extended_eventhandlers.pbo
cba_oa_main.pbo
& .bisign files
Important: You must use the ACE specific version for:
zeu_ACE_c_wep_dispersion.pbo
instead of the OA version (zeu_OA_c_wep_dispersion.pbo) or a dependency
error message will be generated on mission load:
.rpt: "Addon zeu_ace_c_wep_dispersion (entry PKT_veh) not found in the list
of active addons."
Warning Message: You cannot play/edit this mission; it is dependent on
downloadable content that has been deleted. zeu_OA_c_wep_dispersion"
Another mod that will help is :
Infantry Stealth and Recognition Skills
http://www.armaholic.com/page.php?id=9604
This you can tweak the userconfig, to have the AI have a high stealth, or a low stealth, same for you, if you have a high stealth then
the AI have a harder time aquiring you, as well as hitting you.
Check out the thread and the discussion there as it explains it self, def worth trying!